====== Tetris Take 6 ======
作成日: 2023-07-23 (日)
[[https://youtu.be/YLl0B9gTJPQ|初心者によるC++入門 #38 ブロックが積もるようにする]]
{{:youtube:tetris_take6.gif|}}
==== main.cpp ====
#include
#include
#include "board.h"
#include "gfxaux.h"
#include "piece.h"
#include "player.h"
#include "eventprocessor.h"
#include "keyboardstate.h"
void process_commands(Player::CommandQueue &command_queue,
Piece &piece,
BlockList const &dead_blocks) {
while (!command_queue.empty()) {
Player::Action action = command_queue.front();
switch (action) {
case Player::Action::MoveLeft:
piece.move_left();
if (piece.is_overlapping(dead_blocks)) {
piece.move_right();
}
break;
case Player::Action::MoveRight:
piece.move_right();
if (piece.is_overlapping(dead_blocks)) {
piece.move_left();
}
break;
default:
break;
}
command_queue.pop();
}
}
void process_piece_stuck(Piece &piece, BlockList &dead_blocks, APoint const &piece_spawn_position) {
if (piece.is_stuck()) {
piece.detach_blocks(dead_blocks);
piece.generate_next_shape();
piece.reset_position(piece_spawn_position);
}
}
int main(int argc, char **argv) {
auto *WindowTitle = "TETRIS take 6";
int const ScreenWidth = 600; // px
int const ScreenHeight = 550; // px
int const MsecsPerUpdate = 16;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "Error: init SDL\n";
std::exit(1);
}
SDL_Window *window = SDL_CreateWindow(
WindowTitle,
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
ScreenWidth,
ScreenHeight,
0);
if (window == nullptr) {
std::cerr << "Error: create window\n";
std::exit(1);
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == nullptr) {
std::cerr << "Error: create renderer\n";
std::exit(1);
}
// setup game
BoardInfo board {
10, 20,
24, 24,
SDL_Point{10, 10}
};
APoint const piece_spawn_position{3, 0};
EventProcessor event_processor;
Fence fence = setup_fence(board, Gray, White);
CoordMediator coord_mediator{&board};
Piece test_piece{&coord_mediator, piece_spawn_position, 0.1, 40};
KeyboardState keyboard_state;
Player player{&test_piece, &keyboard_state};
player.install_action(Player::Action::MoveLeft, SDL_SCANCODE_LEFT);
player.install_action(Player::Action::MoveRight, SDL_SCANCODE_RIGHT);
Player::CommandQueue command_queue;
BlockList dead_blocks;
// game loop
while (!event_processor.should_quit_game()) {
Uint32 start = SDL_GetTicks();
// process events
event_processor.process();
keyboard_state.update();
// update
player.update(command_queue);
process_commands(command_queue, test_piece, dead_blocks);
test_piece.update(dead_blocks);
process_piece_stuck(test_piece, dead_blocks, piece_spawn_position);
// render
SDL_SetRenderDrawColor(renderer, 100, 100, 255, 255);
SDL_RenderClear(renderer);
draw_fence(renderer, fence);
test_piece.draw(renderer);
draw_blocks(renderer, dead_blocks, RenderStates{});
SDL_RenderPresent(renderer);
// synch frame rate
Uint32 next_start = start + MsecsPerUpdate;
Uint32 current = SDL_GetTicks();
if (next_start >= current) {
SDL_Delay(next_start - current);
}
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
==== rectaux.h ====
#ifndef RECTAUX_H
#define RECTAUX_H
using APoint = SDL_Point;
using APointF = SDL_FPoint;
using PPoint = SDL_Point;
#endif
==== gfxaux.h ====
#ifndef GFXAUX_H
#define GFXAUX_H
#include
SDL_Color const Gray{128, 128, 128, 255};
SDL_Color const White{255, 255, 255, 255};
void draw_rectangle(SDL_Renderer *renderer, SDL_Rect const &rect, SDL_Color const &fc, SDL_Color const &oc);
struct RenderStates {
float tx = 0;
float ty = 0;
};
#endif
==== gfxaux.cpp ====
#include "gfxaux.h"
void draw_rectangle(SDL_Renderer *renderer, SDL_Rect const &rect, SDL_Color const &fc, SDL_Color const &oc) {
SDL_SetRenderDrawColor(renderer, fc.r, fc.g, fc.b, fc.a);
SDL_RenderFillRect(renderer, &rect);
SDL_SetRenderDrawColor(renderer, oc.r, oc.g, oc.b, oc.a);
SDL_RenderDrawRect(renderer, &rect);
}
==== board.h ====
#ifndef BOARD_H
#define BOARD_H
#include "cell.h"
#include "rectaux.h"
#include
#include
struct BoardInfo {
int arena_width;
int arena_height;
int cell_width;
int cell_height;
PPoint position;
};
class CoordMediator {
public:
CoordMediator(BoardInfo const *board);
PPoint arena_to_pixel(APoint const &arena) const;
PPoint arena_to_pixel(APointF const &arena) const;
APoint pixel_to_arena(PPoint const &pixel) const;
PPoint arena_origin_px() const;
int arena_top() const;
int arena_bottom() const;
int arena_left() const;
int arena_right() const;
BoardInfo const *board_info() const;
private:
BoardInfo const *board_;
};
using Fence = std::vector;
Fence setup_fence(BoardInfo const &board,
SDL_Color const &fill_color,
SDL_Color const &outline_color);
void draw_fence(SDL_Renderer *renderer, Fence const &fence);
#endif
|
==== board.cpp ====
#include "board.h"
#include "gfxaux.h"
#include "cell.h"
CoordMediator::CoordMediator(BoardInfo const *board)
: board_{board}
{}
SDL_Point CoordMediator::arena_to_pixel(SDL_Point const &arena) const {
int x = arena.x * board_->cell_width;
int y = arena.y * board_->cell_height;
return {x, y};
}
SDL_Point CoordMediator::arena_to_pixel(SDL_FPoint const &arena) const {
int x = static_cast(arena.x * board_->cell_width);
int y = static_cast(arena.y * board_->cell_height);
return {x, y};
}
SDL_Point CoordMediator::pixel_to_arena(SDL_Point const &pixel) const {
int x = pixel.x / board_->cell_width;
int y = pixel.y / board_->cell_height;
return {x, y};
}
SDL_Point CoordMediator::arena_origin_px() const {
int x = board_->position.x + board_->cell_width;
int y = board_->position.y;
return {x, y};
}
int CoordMediator::arena_top() const {
return 0;
}
int CoordMediator::arena_bottom() const {
return arena_top() + board_->arena_height - 1;
}
int CoordMediator::arena_left() const {
return 0;
}
int CoordMediator::arena_right() const {
return arena_left() + board_->arena_width - 1;
}
BoardInfo const *CoordMediator::board_info() const {
return board_;
}
Fence setup_fence(BoardInfo const &board,
SDL_Color const &fill_color,
SDL_Color const &outline_color) {
Fence fence;
// left wall
for (int i{}; i < board.arena_height; ++i) {
SDL_Point pt{0, i * board.cell_height};
fence.emplace_back(&board, board.position, pt, fill_color, outline_color);
}
// right wall
for (int i{}; i < board.arena_height; ++i) {
SDL_Point pt{(board.arena_width + 1) * board.cell_width, i * board.cell_height};
fence.emplace_back(&board, board.position, pt, fill_color, outline_color);
}
// floor
for (int i{}; i < board.arena_width + 2; ++i) {
SDL_Point pt{i * board.cell_width, board.arena_height * board.cell_height};
fence.emplace_back(&board, board.position, pt, fill_color, outline_color);
}
return fence;
}
void draw_fence(SDL_Renderer *renderer, Fence const &fence) {
RenderStates states{};
for (Cell const &cell : fence) {
cell.draw(renderer, states);
}
}
==== cell.h ====
#ifndef CELL_H
#define CELL_H
#include
struct BoardInfo;
struct RenderStates;
class Cell {
public:
Cell(BoardInfo const *board,
SDL_Point const &origin,
SDL_Point const &position,
SDL_Color const &fill_color,
SDL_Color const &outline_color);
~Cell() = default;
SDL_Point global_position() const;
SDL_Point local_position() const;
void draw(SDL_Renderer *renderer, RenderStates states) const;
private:
BoardInfo const *board_;
SDL_Point origin_;
SDL_Point position_;
SDL_Color fill_color_;
SDL_Color outline_color_;
};
#endif
==== cell.cpp ====
#include "cell.h"
#include "gfxaux.h"
#include "board.h"
Cell::Cell(BoardInfo const *board,
SDL_Point const &origin,
SDL_Point const &position,
SDL_Color const &fill_color,
SDL_Color const &outline_color)
: board_{board}
, origin_{origin}
, position_{position}
, fill_color_{fill_color}
, outline_color_{outline_color} {
}
SDL_Point Cell::global_position() const {
return {origin_.x + position_.x, origin_.y + position_.y};
}
SDL_Point Cell::local_position() const {
return position_;
}
void Cell::draw(SDL_Renderer *renderer, RenderStates states) const {
auto [x, y] = global_position();
SDL_Rect rect{x + static_cast(states.tx),
y + static_cast(states.ty),
board_->cell_width, board_->cell_height};
draw_rectangle(renderer, rect, fill_color_, outline_color_);
}
==== block.h ====
#ifndef BLOCK_H
#define BLOCK_H
#include "cell.h"
#include "rectaux.h"
#include
#include
struct RenderStates;
class CoordMediator;
class Piece;
class Block {
public:
Block(CoordMediator const *coord_mediator,
APoint const &position,
SDL_Color const &fc,
SDL_Color const &oc,
Piece const *parent = nullptr);
void draw(SDL_Renderer *renderer, RenderStates states) const;
APoint local_position() const;
APoint global_position() const;
void detach_from_parent();
private:
Cell cell_;
CoordMediator const *coord_mediator_;
APoint position_;
Piece const *parent_;
};
using BlockList = std::vector;
void draw_blocks(SDL_Renderer *renderer, BlockList const &blocks, RenderStates states);
#endif
==== block.cpp ====
#include "block.h"
#include "gfxaux.h"
#include "board.h"
#include "piece.h"
namespace {
Cell create_cell(CoordMediator const *mediator,
SDL_Color const &fc,
SDL_Color const &oc) {
auto *board = mediator->board_info();
auto origin = mediator->arena_origin_px();
return Cell{board, origin, APoint{0, 0}, fc, oc};
}
} // ns anon
Block::Block(CoordMediator const *coord_mediator,
APoint const &position,
SDL_Color const &fc,
SDL_Color const &oc,
Piece const *parent)
: cell_{create_cell(coord_mediator, fc, oc)}
, coord_mediator_{coord_mediator}
, position_{position}
, parent_{parent}
{}
void Block::draw(SDL_Renderer *renderer, RenderStates states) const {
SDL_FPoint tt;
tt.x = states.tx + position_.x;
tt.y = states.ty + position_.y;
auto [tx, ty] = coord_mediator_->arena_to_pixel(tt);
cell_.draw(renderer, RenderStates{float(tx), float(ty)});
}
APoint Block::local_position() const {
return position_;
}
APoint Block::global_position() const {
if (parent_ == nullptr) {
return position_;
}
auto [px, py] = parent_->global_position();
return {px + position_.x, py + position_.y};
}
void Block::detach_from_parent() {
position_ = global_position();
parent_ = nullptr;
}
void draw_blocks(SDL_Renderer *renderer, BlockList const &blocks, RenderStates states) {
for (auto &block : blocks) {
block.draw(renderer, states);
}
}
==== piece.h ====
#ifndef PIECE_H
#define PIECE_H
#include "block.h"
#include "rectaux.h"
#include
#include
class CoordMediator;
class Piece {
public:
Piece(CoordMediator const *coord_mediator,
APoint const &position,
float falling_speed,
unsigned stuck_delay);
void draw(SDL_Renderer *renderer) const;
APoint local_position() const;
APoint global_position() const;
void update(BlockList const &dead_blocks);
bool move_left();
bool move_right();
bool is_stuck() const;
void detach_blocks(BlockList &destination);
void reset_position(APoint const &position);
void generate_next_shape();
bool is_overlapping(BlockList const &dead_blocks) const;
private:
int top() const;
int bottom() const;
int left() const;
int right() const;
bool is_landing(BlockList const &dead_blocks) const;
private:
BlockList blocks_;
unsigned stuck_count_;
CoordMediator const *coord_mediator_;
APoint position_;
float falling_speed_;
float fy_;
unsigned stuck_delay_;
};
#endif
==== piece.cpp ====
#include "piece.h"
#include "gfxaux.h"
#include "board.h"
#include "block.h"
#include
#include
#include
namespace {
bool comp_block_x(Block const &a, Block const &b) {
return a.local_position().x < b.local_position().x;
}
bool comp_block_y(Block const &a, Block const &b) {
return a.local_position().y < b.local_position().y;
}
} // ns anon
Piece::Piece(CoordMediator const *coord_mediator,
APoint const &position,
float falling_speed,
unsigned stuck_delay)
: stuck_count_{0}
, coord_mediator_{coord_mediator}
, position_{}
, falling_speed_{falling_speed}
, fy_{}
, stuck_delay_{stuck_delay} {
reset_position(position);
generate_next_shape();
}
void Piece::draw(SDL_Renderer *renderer) const {
RenderStates states{float(position_.x), fy_};
draw_blocks(renderer, blocks_, states);
}
APoint Piece::local_position() const {
return position_;
}
APoint Piece::global_position() const {
return position_;
}
void Piece::update(BlockList const &dead_blocks) {
if (is_landing(dead_blocks)) {
fy_ = std::trunc(fy_);
++stuck_count_;
} else {
fy_ += falling_speed_;
position_.y = static_cast(fy_);
stuck_count_ = 0;
}
}
bool Piece::move_left() {
if (left() > coord_mediator_->arena_left()) {
position_.x -= 1;
return true;
}
return false;
}
bool Piece::move_right() {
if (right() < coord_mediator_->arena_right()) {
position_.x += 1;
return true;
}
return false;
}
bool Piece::is_stuck() const {
return stuck_count_ >= stuck_delay_;
}
void Piece::detach_blocks(BlockList &destination) {
for (auto &block : blocks_) {
block.detach_from_parent();
}
std::move(blocks_.begin(), blocks_.end(),
std::back_inserter(destination));
blocks_.clear();
}
void Piece::reset_position(APoint const &position) {
position_ = position;
fy_ = static_cast(position_.y);
}
void Piece::generate_next_shape() {
SDL_Color fc = White;
SDL_Color oc = Gray;
blocks_.emplace_back(coord_mediator_, APoint{0, 0}, fc, oc, this);
blocks_.emplace_back(coord_mediator_, APoint{1, 0}, fc, oc, this);
blocks_.emplace_back(coord_mediator_, APoint{1, 1}, fc, oc, this);
blocks_.emplace_back(coord_mediator_, APoint{2, 1}, fc, oc, this);
}
int Piece::top() const {
assert(!blocks_.empty());
auto b = std::min_element(blocks_.begin(), blocks_.end(), comp_block_y);
return b->global_position().y;
}
int Piece::bottom() const {
assert(!blocks_.empty());
auto b = std::max_element(blocks_.begin(), blocks_.end(), comp_block_y);
return b->global_position().y;
}
int Piece::left() const {
assert(!blocks_.empty());
auto b = std::min_element(blocks_.begin(), blocks_.end(), comp_block_x);
return b->global_position().x;
}
int Piece::right() const {
assert(!blocks_.empty());
auto b = std::max_element(blocks_.begin(), blocks_.end(), comp_block_x);
return b->global_position().x;
}
bool Piece::is_landing(BlockList const &dead_blocks) const {
if (bottom() >= coord_mediator_->arena_bottom()) {
return true;
}
for (auto &myblock : blocks_) {
for (auto &dead_block : dead_blocks) {
auto [mx, my] = myblock.global_position();
auto [dx, dy] = dead_block.global_position();
if (mx == dx && my + 1 == dy) {
return true;
}
}
}
return false;
}
bool Piece::is_overlapping(BlockList const &dead_blocks) const {
for (auto &myblock : blocks_) {
for (auto &dead_block : dead_blocks) {
auto mx = myblock.global_position().x;
auto [dx, dy] = dead_block.global_position();
if (mx != dx) continue;
float my = myblock.local_position().y + fy_;
float diff = std::fabs(my - dy);
if (diff < 0.6) {
return true;
}
}
}
return false;
}
==== eventprocessor.h ====
#ifndef EVENTPROCESSOR_H
#define EVENTPROCESSOR_H
class EventProcessor {
public:
EventProcessor();
void process();
bool should_quit_game() const;
private:
bool should_quit_;
};
#endif
==== eventprocessor.cpp ====
#include "eventprocessor.h"
#include
EventProcessor::EventProcessor()
: should_quit_{false}
{}
void EventProcessor::process() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
should_quit_ = true;
break;
case SDL_KEYDOWN:
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) {
should_quit_ = true;
}
break;
default:
break;
}
}
}
bool EventProcessor::should_quit_game() const {
return should_quit_;
}
==== keyboardstate.h ====
#ifndef KEYBOARDSTATE_H
#define KEYBOARDSTATE_H
#include
#include
class KeyboardState {
public:
KeyboardState();
void update();
bool pressed(SDL_Scancode scancode) const;
bool just_pressed(SDL_Scancode scancode) const;
private:
void init();
private:
std::vector cur_state_;
std::vector old_state_;
};
#endif
==== keyboardstate.cpp ====
#include "keyboardstate.h"
#include
KeyboardState::KeyboardState() {
init();
}
void KeyboardState::update() {
int numkeys;
auto *state = SDL_GetKeyboardState(&numkeys);
if (old_state_.size() < cur_state_.size()) {
old_state_.resize(cur_state_.size(), 0);
}
std::copy(cur_state_.begin(), cur_state_.end(), old_state_.begin());
if (cur_state_.size() < static_cast(numkeys)) {
cur_state_.resize(numkeys, 0);
}
std::copy(state, state + numkeys, cur_state_.begin());
}
bool KeyboardState::pressed(SDL_Scancode scancode) const {
return cur_state_[scancode] == 1;
}
bool KeyboardState::just_pressed(SDL_Scancode scancode) const {
return old_state_[scancode] == 0 && cur_state_[scancode] == 1;
}
void KeyboardState::init() {
cur_state_.clear();
old_state_.clear();
int numkeys;
auto *state = SDL_GetKeyboardState(&numkeys);
cur_state_.resize(numkeys, 0);
old_state_.resize(numkeys, 0);
std::copy(state, state + numkeys, cur_state_.begin());
}
==== player.h ====
#ifndef PLAYER_H
#define PLAYER_H
#include
#include
==== player.cpp ====
#include "player.h"
#include "piece.h"
#include "keyboardstate.h"
Player::Player(Piece *piece, KeyboardState const *keyboard)
: active_piece_{piece}
, keyboard_{keyboard}
{
}
void Player::update(CommandQueue &command_queue) {
for (auto [action, scancode] : action_map_) {
if (keyboard_->just_pressed(scancode)) {
command_queue.push(action);
}
}
}
void Player::install_action(Action action, SDL_Scancode scancode) {
action_map_.insert({action, scancode});
}
bool Player::just_pressed(Action action) const {
if (auto p = action_map_.find(action);
p != action_map_.end()) {
return keyboard_->just_pressed(p->second);
}
return false;
}
==== Makefile ====
SRCS = \
main.cpp \
board.cpp \
gfxaux.cpp \
cell.cpp \
block.cpp \
piece.cpp \
player.cpp \
keyboardstate.cpp \
eventprocessor.cpp
OBJS = ${SRCS:%.cpp=%.o}
DEPS = ${SRCS:%.cpp=%.d}
EXECUTABLE = tetris.exe
CXXFLAGS = -std=c++20 -Wall
CPPFLAGS = -IC:\SDL2\include
LDFLAGS = -LC:\SDL2\lib
LDLIBS = -lmingw32 -lSDL2main -lSDL2
.PHONY: all
all: ${EXECUTABLE}
${EXECUTABLE}: ${OBJS}
${CXX} -o $@ $^ ${LDFLAGS} ${LDLIBS}
%.o: %.cpp
${CXX} -c ${CXXFLAGS} -o $@ $< -MMD -MP ${CPPFLAGS}
.PHONY: clean
clean:
${RM} ${EXECUTABLE} ${OBJS} ${DEPS}
-include ${DEPS}